Partnership Program Launching in:

Damian Moratti CEO

Damian is an entrepreneur with almost a decade of experience starting and running I.T. support and eMarketing businesses. His love of existing and emerging technologies combined with a fascination and lifelong interest in all forms of psychology led him to co-found Liminal.

Nick BusiettaManaging Director

Nick is a major projects IT lawyer, psychology graduate and co-founder of Liminal. He is obsessed with the idea that combining human psychology with the power of virtual reality is a natural progression for the human mind. Nick applies seven years of commercial legal experience and an academic background in cognitive psychology to deliver profound, immersive and deeply human experiences to Liminal customers.

Dr Edoardo ZamunerHead of Research Neuroscientist

Edoardo is a neuroscientist with over 8 years of postdoctoral research experience working in the fields of emotion, visual perception and facial recognition. He leads Liminal’s psych team and drives the companies R&D agenda.

Stephanie AndrewsCreative Director

Stephanie has had a genre-spanning career around the intersection of art and technology. She has worked in technical direction at Pixar, as well as in a variety of digital art disciplines. She has been exhibiting as a professional artist for more than twenty years, and has enjoyed success as an entrepreneur in the areas of Second Life, 3D printing and VR. In the field of academia, Stephanie has 10 years experience as a lecturer in higher education, has won major grants for her research into stereoscopic imaging, and is currently pursuing a PhD in this area.

Stephen WoolcockLead Developer / Chief Technology Officer

Stephen is a software engineer with extensive experience in the web, advertising and video game industries. Also a creative mind, his attention to detail has helped forge a successful career in the tech industry, designing and developing successful efficient, large-scale solutions for clients. He is passionate about combining creative visions with cutting-edge, scalable technology to bring beautiful, fluent and enjoyable experiences to end users.

Adam Barton (MPsych)Research and Comms Coordinator

As a Marketing graduate with a Psychology Masters, Adam utilizes his unique blend of skills to fuel his interest in the consumer applications of psychological research. Adam’s mission is to discover the full potential of virtual reality within the realms of well-being and entertainment.

Kelly Bramstedt, MPsych (Clin)Researcher

Kelly is a passionate mental health and virtual reality advocate. She is a psychologist and has worked for over 6 years as a psychiatric nurse. She brings with her a passion to enhance mental health and wellbeing through the use of virtual reality technology. Kelly draws on her dual academic background in both psychology and psychiatric nursing to operationalise scientific literature into Liminal’s virtual immersive products.

Adam MacGowanLead 3D Artist and Animator

Adam is an award winning 3D artist with over 16 years experience working in virtual reality, video games, film, and television as an animator, 3D modeler, VFX Supervisor, coder and rigger. This includes work for major production companies such as Animal Logic, Iloura and Square Enix and on in-game and cutscene animation on AAA titles including BioShock and Hitman. He has played an instrumental role in projects that have won Cannes awards and AFI award nominations.

Tin NguyenSenior Developer

Tin is a programming guru with know-how in game designs and visual art. He has been on the indie games scene for over 3 years, shipping over 5 titles. His aspiration is to deliever higher immersion and impact than he has ever been able to by combining the skills he developed in game design with virtual reality.

David Rosalion3D Artist

David is Liminal’s newest 3D generalist, animator and sound designer. He has worked in the gaming scene for several years, working on titles ranging from smaller indie games to large-scale projects and installations with partners such as Toyota. His skillset is wide-ranging, primarily focused on 3D modelling in varying art styles from photorealistic, to stylised and low-poly, but is also experienced in character animation, rigging, level design, UI and music production.

Yvette WoutersVR Developer

Yvette has been developing in Unity for four and a half years and has a bachelor of Bachelor of Information Technology (Games and Graphics Programming) from RMIT University. Her prior experiences have ranged from VR games to software development. Yvette has a diverse knowledge of operating systems, programs, and multiple programming languages.

Enter your details below if you would like early access to the platform.

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What is the purpose of the partnership program and why have you opened it up to third party developers?

Our core purpose as a company is to build a consumer psychology platform complete with an extensive range of VR experiences designed to induce targeted cognitive and emotional states. We see opening up the platform to third party developers as a way to accelerate growth in this space. Through collaboration with the developer community, we want developers to get on board, learn what we know, and help drive the growth of VR.

All applications and experiences will undergo a review process based on user experience, quality and psychological effectiveness before being published.

Can I form teams with other people?

Yes. The partnership program is open to both individuals and teams of collaborators. For the application process, you must nominate and provide contact details for all collaborators that you work with under the Partnership Program. Nominated collaborators will be allocated a username and password for the Psychology Documentation and by logging in will subscribe to the terms and conditions for the Partnership Program.

I don’t know much about neuroscience – is that a problem?

Not at all. Our goal is to share our knowledge in the field of neuroscience and psychology, giving you the tools you need to create the most effective experiences without any formal training.

We have created a user friendly web resource of our psychology documentation, applying research to the key design factors which make up any state inducing VR experience. All of the need to know information is embedded within implementation sections, think of them as ‘how to’ guides with suggested steps to achieving the desired psychological outcome.

The documentation also includes referenced literature reviews and recommended reading allowing you to dig a little deeper and gain further understanding.

Are there any time limits to how long an experience will last?

We ask that you aim for a maximum duration of 10mins. Our internal testing has shown that experiences as short as 3 to 5 minutes can be highly effective.

Will I need a Daydream or GearVR?

Yes. You will need access to a Daydream or Gear VR for testing purposes – we would recommend that you test your project file before submitting them to Liminal.

Can I use third party assets?

Yes. But you must ensure that you have all the necessary approvals to use third party assets for the purposes of the platform.

Am I guaranteed to get an experience published on the platform?

All experiences will be subject to a review process by Liminal before being published on the platform. Experiences will be curated according to the quality of user experience and effectiveness in inducing calm or energy states.

How will experiences be ranked on the platform?

Experiences will be measured and ranked according to enjoyability and effectiveness as determined by user feedback and psychometric testing on Liminal’s platform.

How do I know how my experience will perform?

Once the platform has been built, you will be provided with a developer console that will report on the effectiveness and enjoyability of your experience as determined by user feedback and psychometric testing on Liminal’s platform.

What are psychometrics?

Psychometrics are standardised psychological questionnaires used in psychological research to take a snapshot of a person’s mood at any one time.

Will there be Biofeedback or Biometrics?

No. We want to make the platform accessible to the most number of people without the need for additional hardware.

Once the platform is built, what will the developers console look like?

The developers console will give you access to psychometric results and user feedback data. Features will include: how users have been responding and giving feedback on your experience, user ratings, and number of users.

When will the platform be released?

Early 2018. The platform is currently in development.

Will I own all the IP?

You will own the IP in any experiences you create for the platform and will grant a full licence to Liminal to use the experience as contemplated by the terms and conditions.

This means that you will be able to re-utilise the assets in future projects.

You will not be free to publish the completed calm or energy experience on the Daydream or Oculus Store, Steam VR or any other mainstream VR distribution platform.

Liminal will retain the IP of any psychology documentation, the platform, or any other materials provided to you, and any data generated by the platform.

Will there be compensation for Developers?

Yes – we will be implementing a revenue sharing model, although due to uncertainties regarding the subscription price and server costs for our platform, we are still in the process of working out the precise mechanics of how this is going to work. As a rough guide, financial compensation will be made available to most effective and enjoyable experiences (as determined by psychometric testing and user feedback). Our present thinking is that approximately $1 out of the monthly subscription fee will be set aside for the dev community.

Developers whose experiences are published on the platform will be granted lifetime access to the platform.

Can I release experiences independently on Daydream, Oculus Store or elsewhere?

You will not be free to publish the completed calm or energy experience on the Daydream or Oculus Store, Steam VR or any other mainstream VR distribution platform. You may pursue alternative pathways to commercialisation outside these distribution platforms (i.e. direct sales to your existing clients).

About this FAQThis FAQ is a general summary of the Terms and Conditions for the Partnership Program. The information here is for information purposes only and is not intended to have legal effect, or to replace or be read in conjunction with the Terms and Conditions.